Invisible - A Halo 3 Trick Jumping Montage

This is a Halo 3 trick jumping dualtage from Alex Bounces and Angels of Chaos entitled, "Invisible," put together by Angels of Chaos himself. There's a lot of sweet tandem jumps in here, the theater work is really smooth, and I really liked the soundtrack. Enjoy!

Novella - A Halo 3 Campaign Trick Jumping Montage

This is a Halo 3 campaign trick jumping montage from WtK, edited by Skulk and filmed by Angels of Chaos, entitled, "Novella.' Again, this is a trick jumping video that just flat out astounded me with how creative it was. I honestly have no idea how WtK came up with at least 5 of the jumps in this video, and my jaw literally dropped several times throughout the montage. Also, I really liked the soundtrack, and Angels of Chaos' angels are really sweet. Enjoy!

Grunt Birthday Party IRL

"My brothers and I have been Halo fans from the beginning. We've also been shooting Tannerite exploding targets for several years. My brother (who is clearly some sort of evil genius) put the two together and came up with pure win."

Teabag Prevention: Noble Map Pack Week 2 - Tempest

"This wee, Teabag Prevention goes over Tempest. These tips will help you and your friends dominate the map with strategic sniping locations as well as routes to enemy bases. The majority of the battles on this map are fought at mid-range. In other words, your Assault Rifle and Pistol may not cut it in some of the lengthy battles, especially when people with aim will have better suited weapons and will knock you out with a classic grenade-headshot. Substitute your starting weapons with a Rifle or any other mid-ranged weapon, just to get the up on people who are sticking to the default
weapon-set like chumps.

Sandman's First Halo: Reach Montage

If you're still feeling sleepy, shake off the Monday morning malaise with a little bit of montage courtesy of Sandman. Just shy of six minutes.

"This is Sandman's 1st Halo: Reach montage, edited by SillyGoose, and once again, this duo has put together an amazing video. The gameplay is just ridiculous, showcasing a ton of incredible sniper and DMR multikills. The editing is also fantastic, demonstrating a great use of effects and theater work to achieve a very smooth flow. The introduction is unique and features some awesome stills. This is definitely a contender for the best Halo: Reach montage to date, and I hope you enjoy it, so enjoy!"

Tyrant's Mythic Difficulty Guide: Long Night of Solace

Tyrant's got you covered when it comes to tips on beating Halo: Reach at the highest difficulty levels. Two new installments are available now - Long Night of Solace (a seriously tough level to beat with all skulls on) is covered in-depth in his Mythic Difficulty Guide at HBO (3 pages, 21 videos!), while a Legendary walkthrough of Exodus (in three parts) is available at YouTube. Your chances of finishing these challenges against the toughest odds Reach has to offer have just gone up!

Map Spotlight Week 8 - Exalted

Just what we all need. More JoeSki. We need more comm chatter, too. We're back from break and starting to get this engine back up to speed.

"This week I will be featuring Exalted by JoeSki73. Exalted is an asymmetrical medium sized map constructed over the waters bordering Paradiso. Exalted plays brilliant with 12 players, and is set up for all Slayer and Team Slayer variants, Capture the Flag, Stockpile, and Headhunter.

Aesthetics-wise, Exalted is stunningly designed and built to please the eye. Several decorative pieces, and blocks have been transformed into a masterpiece that not only looks brilliant, but plays wonderfully as well.

The middle of the map is rather open, but on either side you will find two opposing buildings for which much close-quarter combat takes place. On one side you have a large building, resembling a Church, and most of the combat here either takes place throughout the bottom level of the Church at close-quarters, or across the top from a distance.

Across from the Church you will find another base with two floors. In the lower part of that building you will find a long pathway that will take you in two directions - one path will take you towards the building on the left side, and the other will take you to the building on the right side.

I think I've done my fair share of talking for now, so I'll let JoeSki explain the map a little more for all of you in our interview. Thank you.

Q. Who are you and why do you Forge?

A. I am JoeSki73 and I forge because I friggin' love it. Conceptualizing and building spaces that we can play in is unparalleled fun.

Q. What was your inspiration for Exalted?

A. I don't think I really nailed down the inspiration until I dove into building this map. I knew I wanted certain functionality is some of the buildings and I wanted to focus on using some of the forge pieces in different ways than you typically see. Toying around with some of the aesthetics I stumbled onto what inspired the church steeple and so the small town / city center type theme was born.

Q. What made you choose the location you did?

A. I actually started construction in the Coliseum and early in the process decided it would be better suited out in the open with the opportunity to fall off the map to your death in certain areas.

Q. Did you employ any unusual Forge techniques in making Exalted?

A. Nah, pretty straight forward, standard stuff.

Q. Anything else people should know before they download?

A. Thanks to everyone in The WorkPLace and The T00L B0X. I appreciate all the support!

Thanks to The WorkPLace and The T00L B0X groups for all the help throughout the process!

Thank you, JoeSki, for answering my questions, and for building this remarkable map for all of us to enjoy!

Forge Lesson 40: Foreshadowing

The Forge lessons are back from a nice little holiday break. Happy new year folks. Over the holidays myself and the others at the ReachingPerfection forums have been researching new philosophies and delving deeper into under studied topics in the world of level design. Below is the first of several fresh new topics. Stay tuned folks.

* Foreshadowing is the act of showing or hinting at something that is coming up in the future
* By foreshadowing areas on a map before they come up a designer can help players orient themselves and easily navigate maps
* The power of foreshadowing can be used in many situations from teasing players to find an incentive or warning players of high traffic areas